Input delay/lag on GiD 16

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Alejandro Aguirre
Posts: 6
Joined: Thu May 05, 2022 1:15 pm

Input delay/lag on GiD 16

Post by Alejandro Aguirre »

Hello

I recently switched from GiD 15 to 16 and the first thing I noticed was lag in every action except for selecting options in the toolbar. Everything else, from creating a line, zooming in/out, selecting entities, whatever I do it has about half second of delay from the input, and it worsens as I create more entities as surfaces and volumes, and even worser when postprocessing.

I compared the settings of GiD 15 to 16 and I am using the same options in everything except for the theme "GiD Black" which changed to "GiD Black vectorial" but I get the same results with all the themes.

Is this some king of incompatibility with my graphic card? What can I do to make it perform well?

I thank in advance for any help.

Regards
User avatar
escolano
Posts: 1922
Joined: Sun Sep 05, 1982 10:51 pm

Re: Input delay/lag on GiD 16

Post by escolano »

As you pointed, maybe your graphic card or driver is slow in some specific OpenGL function,
Is GiD slow drawing big models or also small models? (e.g. <1 Milion of elements)

What is the exact GiD version that you are using? e.g. 16.0.5 official, 16.1.5d developer,...
And which operating system?
And which graphic card (can see a lot of information in Help->About... More)

To avoid the problem can try to update your graphic card driver
and can try several GiD preferences in
Utilities->Preferences..
Graphical->System
e.g. Fast vs Safe (safe will draw by software, without use your graphic driver. In theory is slower with big meshes, but maybe in your patologic case works better )
and try alls methods: Vertex buffer object, Vertex array, Display list, Immediate mode
(in theory they are ordered from fast to slow)

Regards
Enrique Escolano
Alejandro Aguirre
Posts: 6
Joined: Thu May 05, 2022 1:15 pm

Re: Input delay/lag on GiD 16

Post by Alejandro Aguirre »

Hello

- The GiD version is 16.0.5 official, using the portable version, is there any difference respect to "Install version"? before I was using 15.1.4d developer version, but before that I have used many other versions and never had any issue.
- Ubuntu version is 20.04.6 LTS.
- I am using a very small model to test this, a 1x1 square of 1600 elements.
- I have all the configurations in the (Fast) option but no improvements.
- I also tested all drawing methods: Vertex buffer object, Vertex array, Display list, Immediate mode, and they are all slow.

As for my controllers, I have updated them recently, and they seem to be working correctly, I tested for

Code: Select all

 sudo lshw -class display 

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  *-display                 
       description: 3D controller
       product: GP107M [GeForce GTX 1050 Mobile]
       vendor: NVIDIA Corporation
       physical id: 0
       bus info: pci@0000:01:00.0
       version: a1
       width: 64 bits
       clock: 33MHz
       capabilities: pm msi pciexpress bus_master cap_list rom
       configuration: driver=nvidia latency=0
       resources: irq:134 memory:de000000-deffffff memory:c0000000-cfffffff memory:d0000000-d1ffffff ioport:e000(size=128) memory:df000000-df07ffff
  *-display
       description: VGA compatible controller
       product: HD Graphics 630
       vendor: Intel Corporation
       physical id: 2
       bus info: pci@0000:00:02.0
       version: 04
       width: 64 bits
       clock: 33MHz
       capabilities: pciexpress msi pm vga_controller bus_master cap_list rom
       configuration: driver=i915 latency=0
       resources: irq:131 memory:dd000000-ddffffff memory:b0000000-bfffffff ioport:f000(size=64) memory:c0000-dffff
I have checked the video card is handling OpenGL using

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 glxinfo|egrep "OpenGL vendor|OpenGL renderer*" 

Code: Select all

OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce GTX 1050/PCIe/SSE2
And also

Code: Select all

 glxinfo | grep -i opengl 

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OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: NVIDIA GeForce GTX 1050/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 535.54.03
OpenGL core profile shading language version string: 4.60 NVIDIA
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.6.0 NVIDIA 535.54.03
OpenGL shading language version string: 4.60 NVIDIA
OpenGL context flags: (none)
OpenGL profile mask: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 535.54.03
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
OpenGL ES profile extensions:

The information in Help -> About -> More gives

Code: Select all

GiD internal version: 16.0.5 ( 64 bits)
Operating system: 'x86_64' 'unix' 'Linux' '5.4.0-153-generic'
GiD mesh library
  GIDML_DELAUNAY_MESHER: 1.0.0 (format 1.1)
  GIDML_IMAGE_2_MESH: 1.1.0 (format 1.2)
  GIDML_OCTREE_TETRAHEDRA_MESHER: 1.1.1 (format 1.4)
  GIDML_PROJECT_NODES: 1.0.0 (format 1.1)
  GIDML_TETGEN_MESHER: 1.0.0 (format 1.1)
  GIDML_ZMESHER: 0.1.0 (format 1.2)
Tcl 8.6.12 Tk 8.6.12
OpenGL 3.0 Mesa 13.0.6 on Gallium 0.4 on softpipe
GLEW 2.1.0

Togl 1.8: GLX visual id 0x23, attempt 1.
There is no overlay GLX context.

OpenGl:
   VENDOR: {VMware, Inc.}
   RENDERER: {Gallium 0.4 on softpipe}
   VERSION: {3.0 Mesa 13.0.6}
   GLSL version: 1.30
   DISPLAY INFORMATION: {bits red 8, green 8, blue 8, alpha 8, depth 24, stencil 8, stereo no.}
   LIMITS: {
   Max Texture Size: 16384
   Max Elements Indices: 3000
   Max Elements Vertices: 3000
   Max 3D Texture Size: 2048
   Max Cube Map Texture Size: 4096
   Max texture units: 8
   Available video memory size: 0 MBytes
   Maximum working number of elements: 1000 K
}
   EXTENSIONS: {
GL_AMD_conservative_depth
GL_AMD_draw_buffers_blend
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_stencil_export
GL_AMD_shader_trinary_minmax
GL_APPLE_packed_pixels
GL_APPLE_vertex_array_object
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_window_pos
GL_ATI_blend_equation_separate
GL_ATI_draw_buffers
GL_ATI_fragment_shader
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_texture
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texture
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_IBM_multimode_draw_arrays
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_INGR_blend_func_separate
GL_KHR_context_flush_control
GL_KHR_debug
GL_MESA_pack_invert
GL_MESA_shader_integer_functions
GL_MESA_texture_signed_rgba
GL_MESA_window_pos
GL_MESA_ycbcr_texture
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_packed_depth_stencil
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_OES_EGL_image
GL_OES_read_format
GL_SGIS_generate_mipmap
GL_SGIS_texture_border_clamp
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
}
GLX::
   SERVER: {
GLX_ARB_create_context
GLX_ARB_create_context_profile
GLX_ARB_get_proc_address
GLX_EXT_create_context_es2_profile
GLX_EXT_create_context_es_profile
GLX_EXT_texture_from_pixmap
GLX_EXT_visual_info
GLX_EXT_visual_rating
GLX_MESA_copy_sub_buffer
GLX_MESA_pixmap_colormap
GLX_MESA_release_buffers
GLX_SGIX_fbconfig
GLX_SGIX_pbuffer
} {Brian Paul} {1.4 Mesa 13.0.6}
  CLIENT: {
GLX_ARB_create_context
GLX_ARB_create_context_profile
GLX_ARB_get_proc_address
GLX_EXT_create_context_es2_profile
GLX_EXT_create_context_es_profile
GLX_EXT_texture_from_pixmap
GLX_EXT_visual_info
GLX_EXT_visual_rating
GLX_MESA_copy_sub_buffer
GLX_MESA_pixmap_colormap
GLX_MESA_release_buffers
GLX_SGIX_fbconfig
GLX_SGIX_pbuffer
} {Brian Paul} {1.4 Mesa 13.0.6}
OVERLAY: 0
OVERLAY IN MENU: 0
So far I am out of ideas.

Please let me know if you have any idea of what is happening, or if I can provide you with more information.

Best regards.

Alejandro
User avatar
escolano
Posts: 1922
Joined: Sun Sep 05, 1982 10:51 pm

Re: Input delay/lag on GiD 16

Post by escolano »

Try also the developer 16.1.5d version.

There is no difference between the 'portable' version (.tar.gz) and the install version. Simply the install create some links and desktop icons to start the program, etc.

and try the 'safe visualization mode' to draw by software
Alejandro Aguirre
Posts: 6
Joined: Thu May 05, 2022 1:15 pm

Re: Input delay/lag on GiD 16

Post by Alejandro Aguirre »

I just tried the developer 16.1.5d version but I have the same issue.

I also tested the safe visualization mode, and tried changing the other configurations as well, but it is the same.

Just in case (because this should work properly by default) I went to nvidia controller configuration and made the video card specifically run GiD, and got the same result.

Regards
User avatar
escolano
Posts: 1922
Joined: Sun Sep 05, 1982 10:51 pm

Re: Input delay/lag on GiD 16

Post by escolano »

Reset also your GiD user preferences, maybe some variable has a problematic value:
in your home folder delete the .gid hidden folder
User avatar
miguel
Posts: 361
Joined: Thu Sep 25, 2014 9:04 am

Re: Input delay/lag on GiD 16

Post by miguel »

Dear Alejandro,
it is indeed a strange behaviour. Did you reset your gid preferences? if not, Can you send us your preferences ( $HOME/.gid ) ?

If i understand correctly you problem is that when you changed from gid 15.1.4d to 16.0.4, just after starting GiD, every action ( creating lines, surfaces, selecting lines to label) in the 3d graphic area takes a delay between the action and showing the response? and that delay increases when the number of entities being displayed increases as well?
You mention that only clicking options in the toolbar the response is fast. on all toolbars/macross? how about selection options in the top menu bar? and on other windows?

i just did some tests on a linux desktop computer but with a nvidia Quadro T1000 card. And could not reproduce your problems, i.e. could not perceive the delay between the action and graphic response you mentioned. I am looking for a laptop with a nvidia card to test there if the problem is with this graphics configuration.

This is a wild guess, but can you try
- in Preferences --> Graphical --> Appearance : to use a 'non vectorial' theme, for instance "GiD light" or "GiD Classic" ?
- in Preferences --> System : disabling the option 'Selection lines by software' ?

The strange thing is that by selecting 'Safe visualization mode' the delay still persists.

I am supposing that there is no background task, application, compilation or calculation running, is that right?

best regards,
Alejandro Aguirre
Posts: 6
Joined: Thu May 05, 2022 1:15 pm

Re: Input delay/lag on GiD 16

Post by Alejandro Aguirre »

Hello Miguel

Thank you for your answer.

It is indeed weird considering I can run GiD 15 perfectly.
I reset my GiD preferences, still I am going to attach the preferences.

The problem is just like you described, the toolbar works normally, the response of everything else is heavily delayed and worsens by adding entities.

I tried the options you mentioned but the problem persists.
There is no other backgroud task, only GiD.

I hope this is useful information.

Best regards
Attachments
16.0.5_preferences.zip
(24.79 KiB) Downloaded 96 times
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